U.S. patent number 5,813,913 [Application Number 08/453,403] was granted by the patent office on 1998-09-29 for game of skill playable by remote participants in conjunction with a common game event where participants are grouped as to skill level.
This patent grant is currently assigned to Interactive Network, Inc.. Invention is credited to Mark K. Berner, David B. Lockton.
United States Patent |
5,813,913 |
Berner , et al. |
September 29, 1998 |
Game of skill playable by remote participants in conjunction with a
common game event where participants are grouped as to skill
level
Abstract
A game of skill played simultaneously by several players (for
example, a live television quiz game) whereby each participant
player effectively competes only against players having a similar
skill level in order to provide a strong motivation. The system
includes a central computer system with each remote participant
having a control unit. The control unit either stores and has
supplied to it the particular skill level of the player and at the
end of the game, only the relative scores at that particular skill
level are indicated to that player. The system also provides for
effective promotion or updating to a higher skill level of
successful players of the game.
Inventors: |
Berner; Mark K. (Santa Clara,
CA), Lockton; David B. (Atherton, CA) |
Assignee: |
Interactive Network, Inc.
(Sunnyvale, CA)
|
Family
ID: |
23800440 |
Appl.
No.: |
08/453,403 |
Filed: |
May 30, 1995 |
Current U.S.
Class: |
463/40; 463/41;
463/9; 463/7; 463/23 |
Current CPC
Class: |
A63F
13/10 (20130101); A63F 13/12 (20130101); A63F
13/338 (20140902); A63F 13/35 (20140902); A63F
13/67 (20140902); A63F 2250/64 (20130101); A63F
2300/409 (20130101) |
Current International
Class: |
A63F
13/12 (20060101); A63F 13/10 (20060101); G06F
19/00 (20060101); A63F 9/00 (20060101); A63F
009/22 () |
Field of
Search: |
;463/40,41,42,23,29,13,26,28,7,6,9
;364/410,411,242.94,242.95,242.96 ;395/200.01,200.06,200.12 |
References Cited
[Referenced By]
U.S. Patent Documents
Primary Examiner: Harrison; Jessica
Assistant Examiner: O'Neill; Michael
Attorney, Agent or Firm: Flehr Hohbach Test Albritton &
Herbert LLP
Claims
What is claimed is:
1. An apparatus for a game of skill played simultaneously by groups
of participants, each group several participants of a particular
skill level, remote from each other in conjunction with at least
one common game event where each participant player of a game
receives one or more scores comprising:
means for providing said common game event and transmitting such
event to each of said remote participants;
control unit means associated with each remote participant for
receiving game play inputs by each participant and scoring in
response to said inputs;
central computer system means for defining a predetermined
plurality of game skill levels including an initial lowest skill
level and several advanced skill levels and for receiving said game
scores and determining one of said predetermined plurality of skill
levels of each of said participants for a particular game and also
promoting to a relatively higher skill level more successful
players of each game, said central computer system also including
means for grouping participants together having similar said skill
levels, and communicating relative game scores to said participants
only for that particular skill level;
and means for permanently storing the skill level of each
participant for each type of common game event.
2. A game of skill as in claim 1 where said control unit means
includes said means for permanently storing the skill level of each
participant for each type of common game event.
3. A game of skill as in claim 1 where said common game event is
broadcast by a television station and associated game data
including a lockout signal to prevent improper game inputs by said
participant are transmitted by another mass communication means
including one of the following: subcarrier authorization channel of
an FM standard broadcast channel, the vertical blanking interval
(VBI) of the same TV signal transmitting the game event itself, or
another broadcast television signal.
4. A game of skill as in claim 1 wherein said common game event is
a live television broadcast of a live game including one of the
following types: football, baseball.
5. A game of skill as in claim 1 where said central computer system
means broadcasts a lockout signal to prevent improper game inputs
by said participants.
6. A game of skill as in claim 1 including means responsive to a
said participant forming a dedicated telephone line link with said
central computer system means for updating said skill level of said
participants for a particular game.
7. A game of skill as in claim 6 where during said updating said
control unit includes means for receiving a flag set to provide a
congratulatory message to said participant for being upgraded to a
higher skill level.
Description
The present invention is directed to a game of skill playable by
remote participants in conjunction with a common game event where
participants are grouped as to skill level.
BACKGROUND OF THE INVENTION
As described in the Lockton et al U.S. Pat. No. 4,592,546, home
television viewers of a football game or a television game per se,
such as Wheel of Fortune or Jeopardy, may play along, for example
with the television game, to predict, for example, the play called
by the quarterback and/or, in the case of a quiz game, to guess the
correct answer along with the actual player in the TV studio. As
described by the above patent, the player is scored on his
success.
Because competition is a very strong motivational factor for all
game players, the players will inevitably compare their score to
others who are competing at the same time. Since all of the above
games, especially the live TV games such as Jeopardy or Wheel of
Fortune, are by definition games of skill, this means that the
players will improve over time. Since the more experienced or
veteran players will inevitably, because of their experience, make
the higher scores, a novice player may become discouraged.
OBJECT AND SUMMARY OF INVENTION
It is a general object of the present invention to provide a game
of skill where all of the players may compete against other players
having a similar skill level.
In accordance with the above object there is provided a game of
skill played simultaneously by several participants remote from
each other in conjunction with at least one common game event where
each participant player of a game receives one or more scores. A
common game event is transmitted to each of the remote
participants. Control unit means associated with each remote
participant receive game play inputs by such participant and score
in response to the input.
Central computer system means receive the game scores and determine
one of a plurality of skill levels of each of the participants for
a particular game and also promote to a relatively higher skill
level more successful players of such game. The central computer
system also includes means for grouping participants together
having similar skill levels and communicates relative game scores
to the participants only for that particular skill level. There are
means for permanently storing the skill level of each participant
for each type of common game event.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a block diagram of a system incorporating the present
invention.
FIG. 2 is a flow chart showing the operation of one portion of FIG.
1.
FIG. 3 is a chart illustrating various skill levels or tiers of the
present invention.
FIGS. 4A and 4B are flow charts illustrating the operation of
another portion of FIG. 1.
FIG. 5 is a flow chart illustrating the operation of another
portion of FIG. 1, and
FIG. 6 is a flow chart illustrating another type of operation of
FIG. 1.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENT
FIG. 1 illustrates the overall communications and control network
used with the present invention and includes a central computer
system (CCS) 11 which regulates or controls the overall system both
as to the common game event, for example, football, baseball, Wheel
of Fortune, Jeopardy or an offline specialized game specifically
directed to the player or customer. CCS 11 also controls things of
a supervisory nature such as giving a customer and their associated
control unit 12 a particular skill level for the game in which they
are playing in order to provide for effective competition.
Specifically, and in more detail, central computer system 11 will
broadcast data as shown on link 13 to a satellite dish or other
link which is connected to radio and/or TV stations 14. Then these
provide a mass communications link 16 to the remote control unit 12
located in the customer's home. Of course, the customer or
participant-player would also have their television receiver 17.
Referring to the link 16 "designated game data and results", this
includes either a vertical blanking interval (VBI) of a TV signal
on which perhaps the game itself is being transmitted to the user
or on a separate radio FM-SCA channel. Game data includes lockout
signals involving player predictions as described in the '546
patent. The present invention contemplates both the use of football
or baseball games broadcast live by television or TV game shows or
a particular common game event such as a trivia quiz which is
initially generated or broadcast by the central computer system 11.
The trivia quiz would be received on the display screen of the
control unit 12 (not shown) which also includes game inputs (not
shown) where the customer may respond; for example, as briefly
discussed above, in a football or baseball game, predicting the
next play, or in the case of a TV game, giving a proper answer.
Control unit 12 as described in the '546 patent may internally
score the player and then at the end of the game, by an internal
modem in control unit 12 (not shown but described in the '546
patent), game scores may be uploaded to the central computer system
11, by the links 18 and 19 which extend through the telephone
packet switching network 21. As shown by line 19, at the same time
a telephone transaction or connection is made with the central
computer system 11, other information such as skill level (that is,
tier advancement) may be downloaded to the control unit 12 and
stored there in memory 20. Thus, control unit 12 will have
permanently stored in it the skill level of that particular
customer using the control unit; and moreover for that particular
type of game.
Finally, to complete the overall system block diagram of the
present invention, also in conjunction with central computer system
11 is a management information system (MIS) 22 which through the
link 23 to the central computer system provides for overall
operational control of the central computer system. This would
include, for example, a competition committee setting up
advancement criteria to a higher skill level for each intended
game; this would be implemented by the central computer system 11
as will be described below.
The flow chart of FIG. 2 illustrates the operation of the customer
control unit 12 which includes processing capabilities such as a
microprocessor and memory capability (not shown; however, see the
'546 patent). In the block 26, the decision is made as to whether
to enter a game by, for example, energizing the control unit and
allowing it to receive information from the down link 16 (see FIG.
1). After the game is entered, block 27 asks whether a promotion
flag has been set. As will be discussed below, this means a
promotion from one skill level or tier to another. After the flag
has been set, then on the display screen of the control unit there
is displayed as shown in block 28 "Congratulations on your Tier
Promotion". Then a path goes to block 29 where the customer's
current tier level is displayed. Thus, in the control unit of the
customer or player participant, the tier level for a particular
game is permanently stored. Of course, the central computer system
11 would also include this information. But the fact that the
customer control unit has knowledge of the tier level for each game
is an advantage for the following three reasons:
1. the control unit can acknowledge what tier the player is in
prior to entering a game; if the tier level was only known at the
central station or facility, the customer might not be notified of
the promotions in a timely manner;
2. the real time system which computes scores and broadcast results
does not have to make "a slow" database query to identify the
player's tier and this enables the system to have a much larger
scoring capacity;
3. when broadcasting results (as will be discussed below) to the
various player participants, results can be simultaneously
broadcast for all tiers. Then the specific control unit of the
customer, because their particular tier or skill level is stored
there, can filter or exclude all messages except those scores that
relate to the particular tier. This effectively means that the
player is competing only against other players for that particular
skill level and the motivational factor is still maintained.
Continuing with the flow chart of FIG. 2, the player in block 31
plays the particular game (be a football, baseball game, quiz show,
etc.) and the control unit as described in the '546 patent will
score the player. In block 32, the user, by activating the
telephone uplink (FIG. 1, links 18, 19 and 21), may not request
scoring as shown on path 33 or as shown in block 34 send his score
to the central computer system (CCS) along with the user's current
tier level.
As will be discussed below, when the central computer system
receives all of the score information, it will determine the final
results and transmit them on the telephone line, as shown in block
36. And as shown in block 37, the user's unit will filter only
those results messages which pertain to that particular skill level
or tier. And, thus as shown in block 38, only these results are
displayed. Thus, the relative game scores are effectively
communicated by way of display, that is, only for that particular
skill level.
Referring briefly to such skill levels, FIG. 3 shows a table of
various skill levels or tiers where all members or players start
off at the challenger level, then advance to qualifier; champion;
master and legend. As indicated, in conjunction with first
challenger level, there may also be seven sublevels (1-7) for each
major level. As shown in FIG. 4B, in block 41 when there is a brand
new customer (that is, a player has entered the game for the first
time) that game, and for that matter all the other games, are
initialized at the lowest tier level. This may also happen if a
control unit is changed. This decision would be made at the central
computer system 11 in conjunction with the management information
system 22.
How tier information is changed is shown in the flow chart of FIG.
4A where when any telephone transaction, as shown in block 42, is
made by a control unit with the central station, then in block 44
the question is asked whether a tier update or promotion has been
requested by the CCS. Details of this are discussed in FIG. 6. But
in general a tier promotion occurs if the customer or player in a
previous game has performed above a certain level. Next, if a tier
promotion occurs as sensed in block 46, then a flag is set at 47
(see step 27 in FIG. 2). Finally, in block 48, the user's control
unit memory 20 will be updated with the new tier level.
All of the foregoing is transparent to the user and occurs every
time a telephone transaction is made with the central computer
system. And this would occur when the player customer is uploading
their score or for any other telephone transactions such as if the
system is being used for a survey where the customer gives their
opinion or perhaps if the system is being used to make a purchase
of some item.
FIG. 5 illustrates the central computer system function with regard
to scoring. As shown in block 51, if a game has started, then a
score storage area is set up for each tier range in block 52. When
a score is received from a control unit, as in block 53, as shown
in block 54 that uploaded score from a control unit is classified
by tier and stored in the corresponding tier range area (in other
words, that particular skill level). Then on the path 56, or
alternatively 57, after sufficient scores are received, the
question is asked is it time to generate results at block 58. If
so, these results are calculated and stored in block 59 for each
tier range and broadcast to the control unit (see link 16 of FIG.
1).
With respect to the scoring and determining the winning score,
etc., it is not necessary that scoring calls be received from all
players. For example, the user may be asked to not upload their
score. In other words, by statistical techniques the winner of the
game may be forecast. This is all shown in either of the U.S. Pat.
Nos. 5,130,138 and 5,120,076.
As discussed above, the central computer system sets up the
criteria for advancement from one skill or tier level to the next.
And this procedure is shown in FIG. 6 where in the block 61 the
question is asked is the event completed, and if so, in block 62,
could this even cause a change in tier levels of any of the
players. Thus, in step 63 the scores are analyzed to determine if
any advancements are required. Here the competition committee would
have set up advancement criteria for the game. Typical criteria
would include, for example, the highest twenty five percent of the
players scoring. As the players meet the advancement criteria, they
advance to the appropriate tier. Thus, continuing with the flow
chart of FIG. 6, blocks 64 and 66 and in other steps ask each
control unit whether their tier should be changed for that
particular game. If so, then the information as to tier change is
forwarded at block 67 and during the next telephone transaction
(see steps 44 and 48 of FIG. 4A) the control unit's memory is
updated.
With the use of management information system 22, typically in most
cases, customers or players compete only against other customers in
that tier. However, there is the capability to allow competition
between players in any range of tiers. Thus with this flexibility,
there may be occasional "open" tournaments as well as stratified
tournaments. In addition, the MIS system can handle a multitude of
different situations for any given game at any given time. There
are many different ways in which the event might be tiered. For
example, when the game is offline (that is, not being broadcast on
a live television station) and is being offered throughout the day,
at 7:00 a.m. in the morning, when there is a relatively small
audience, the early game can be an open game where all tiers are
lumped together; in contrast, at 8:00 pm. when there is likely to
be many players in stiff competition, then the event could be
scheduled for all the available skill levels or tiers. When the
event is scheduled, the CCS is notified of the tiering scheme as
well as the management information system so they can both perform
their tasks accordingly. Moreover, the MIS system has been designed
to facilitate the effort in determining individual advancements.
The system also easily allows for modifications by the competition
committee. For example, if a limitation on the number of players to
advance is desired, or a special exception should be made, there is
this capability.
In summary the present invention provides that the customer/players
play games or compete against other members of similar skill. They
are challenged by their level of competition and moreover they are
rewarded as they move up the tier ladder. Furthermore, they are not
frustrated by comparing their scores to that of the top tier level
or legend players. They are encouraged by seeing their scores
improve against players who are of similar experience and
skill.
* * * * *